Anyway, ive moved on to working on a kind of living quarters a staff room of sorts, and i wanted to create some assets that would be in keeping but totally different from the rest of the level. So i modelled a boxy old-school arcade games, the type found down at a dodgy money laundering hall or kids arcade. Like most of the assets so far its a pretty simple modelled box, an inset here a bevel there. I made the texture from scratch from some old pacman work i had done, which was part of my rather small portfolio to gain entrance to the course. I had to use the transform tool to align the dots, wall and characters up by eye but it only took an extra couple of minutes compared to the extra 30 for re-wrapping.
Next iv produced a one legged desk thats to be placed up against a wall simply as a place to put some assets, i havent textured it yet. Taking inspiration from lost and the pc that locke entered those enigmatical numbers in i found an image and based my model on that, and an old fm radio that i found whilst looking for the pc.
Whilst texturing i often stumble upon problems with my model that hinder the way i wish to texture it. When texturing the keyboard of the pc i had inset the face to extrude out to give the depth of the keys. But as the keyboards arent exactly rectangular i had to go back and make a slight tweak. I am finding that i have more foresight with my modelling as i do more, i can spot places where i need to take care or plan how i am going to texture it. I am also going to put a bookcase in a corner with some books on it in various colours and different titles, with some strewn about the place, as i have modelled and textured the book i included it in the render.
I have also found issues in proportion about the level in unreal, in first person most things seem to be an appropriate size yet in 3rd person its really bad...
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